Just a few more observations from messing around with different parties in the demo...
Necro's wraiths will do basic attacks without the necro needing to use a command skill, but they have a chance to just do nothing and their accuracy is very low so if you may need some evasion debuffs to throw on enemies if you want damage out of them. Looking at the skill tree for necros, I was thinking they were maybe an early-game healer, but so far I've been using them more as a tank and it's working out.
Since the summoned whatevers limit is 3, at high levels I'm not sure how well a necro will get along with having a rover pet or bunker dragoon in the same party... but for now 2 wraiths at a time has been plenty.
Rover's hound will use Lick Wounds to heal allies at the end of a turn without the rover using a command skill. The proc rate is high but I don't think it's 100%? Furthermore, this is in addition to the healing provided at the end of the turn by Animal Therapy. Meanwhile, the hawk as the damage-oriented pet will do its own auto-attacks during turns it is present. The hawk's basic attacks have a chance to apply Head Bind.
In case there was doubt about the usefulness of the racial skills, not only do "good" outcomes from various exploration events depend on having those skills, you can't forage for food items (which offer out-of-battle HP/TP sustain) without them.
For making money, what I tried was I made a team of 4 humans (I did dragoons, with the hopes that they could survive long enough to run away from battles) and then 1 of each other race. Humans get the yield increase passive, while the other three races each have one gathering skill. So with this team you can make multiple trips with 4 humans+1 other race to the appropriate gathering spots so you can get up to 5 gathers per node. Use the Memory Conch to level them up to 5+. It kinda works but if you're using warp wires to get home quickly it really cuts into your profits. Probably will be more effective at higher floors when the materials sell for more and the 100g to get home doesn't hurt as much.
Necro's wraiths will do basic attacks without the necro needing to use a command skill, but they have a chance to just do nothing and their accuracy is very low so if you may need some evasion debuffs to throw on enemies if you want damage out of them. Looking at the skill tree for necros, I was thinking they were maybe an early-game healer, but so far I've been using them more as a tank and it's working out.
Since the summoned whatevers limit is 3, at high levels I'm not sure how well a necro will get along with having a rover pet or bunker dragoon in the same party... but for now 2 wraiths at a time has been plenty.
Rover's hound will use Lick Wounds to heal allies at the end of a turn without the rover using a command skill. The proc rate is high but I don't think it's 100%? Furthermore, this is in addition to the healing provided at the end of the turn by Animal Therapy. Meanwhile, the hawk as the damage-oriented pet will do its own auto-attacks during turns it is present. The hawk's basic attacks have a chance to apply Head Bind.
In case there was doubt about the usefulness of the racial skills, not only do "good" outcomes from various exploration events depend on having those skills, you can't forage for food items (which offer out-of-battle HP/TP sustain) without them.
For making money, what I tried was I made a team of 4 humans (I did dragoons, with the hopes that they could survive long enough to run away from battles) and then 1 of each other race. Humans get the yield increase passive, while the other three races each have one gathering skill. So with this team you can make multiple trips with 4 humans+1 other race to the appropriate gathering spots so you can get up to 5 gathers per node. Use the Memory Conch to level them up to 5+. It kinda works but if you're using warp wires to get home quickly it really cuts into your profits. Probably will be more effective at higher floors when the materials sell for more and the 100g to get home doesn't hurt as much.